File:  [Corridor 8: Galactic Wars] / src / corr7gam.def
Revision 1.1.1.1 (vendor branch): download - view: text, annotated - select for diffs
Tue Apr 24 17:57:44 2018 UTC (19 months, 2 weeks ago) by root
Branches: corridor8, MAIN
CVS tags: HEAD, Capstone
Corridor8

//#line "corr7gam.c" 102
extern void GAM_init(void );
//#line "corr7gam.c" 107
extern void GAM_unInit(void );
//#line "corr7gam.c" 112
extern W32 GAM_findPicName(_INI_INSTANCE *ins,char *name);
//#line "corr7gam.c" 127
extern void GAM_initUniverse(void );
//#line "corr7gam.c" 489
extern void GAM_unInitPointers(void );
//#line "corr7gam.c" 504
extern void GAM_setGoreLevel(int n);
//#line "corr7gam.c" 510
extern int GAM_getGoreLevel(void );
//#line "corr7gam.c" 516
extern void GAM_setDetailLevel(int n);
//#line "corr7gam.c" 522
extern int GAM_getDetailLevel(void );
//#line "corr7gam.c" 528
extern void GAM_adjAliensLeft(short n);
//#line "corr7gam.c" 534
extern void GAM_setAliensLeft(short n);
//#line "corr7gam.c" 540
extern short GAM_getAliensLeft(void );
//#line "corr7gam.c" 546
extern void GAM_setMadeNoise(short s);
//#line "corr7gam.c" 552
extern short GAM_getMadeNoise(void );
//#line "corr7gam.c" 561
extern void GAM_updateStatusBar(void );
//#line "corr7gam.c" 575
extern int GAM_inSetupVideoMode(void );
//#line "corr7gam.c" 585
extern void GAM_setupVideo(int vsize);
//#line "corr7gam.c" 632
extern void GAM_scanDetailSprites(void );
//#line "corr7gam.c" 678
extern void GAM_scanSprite(short i);
//#line "corr7gam.c" 695
extern void GAM_scanMap(void );
//#line "corr7gam.c" 752
extern void GAM_onGround(short s,short flag);
//#line "corr7gam.c" 763
extern int GAM_isOnGround(short s);
//#line "corr7gam.c" 772
extern void GAM_underWater(short s,short flag);
//#line "corr7gam.c" 783
extern int GAM_isUnderWater(short s);
//#line "corr7gam.c" 792
extern int GAM_isOnWater(short s);
//#line "corr7gam.c" 803
extern int GAM_doWaterPhysics(short s);
//#line "corr7gam.c" 812
extern short GAM_getViewSprite(void );
//#line "corr7gam.c" 818
extern int GAM_isViewSprite(short s);
//#line "corr7gam.c" 827
extern void GAM_loadTextures(void );
//#line "corr7gam.c" 850
extern void GAM_loadLevel(int mapNumber);
//#line "corr7gam.c" 870
extern int GAM_demoTitleScreen(void );
//#line "corr7gam.c" 900
extern int GAM_demoGameCredits(void );
//#line "corr7gam.c" 922
extern int GAM_demoGame(void );
//#line "corr7gam.c" 929
extern int GAM_demoLoop(void );
//#line "corr7gam.c" 961
extern int GAM_orderScreen(void );
//#line "corr7gam.c" 983
extern int GAM_helpScreen(void );
//#line "corr7gam.c" 1007
extern void GAM_checkCheats(void );
//#line "corr7gam.c" 1029
extern void GAM_moveThings(void );
//#line "corr7gam.c" 1036
extern void GAM_doMoveThings(void );
//#line "corr7gam.c" 1057
extern void GAM_doFrame(void );
//#line "corr7gam.c" 1084
extern void GAM_gamePlay(void );
//#line "corr7gam.c" 1135
extern void GAM_gameLoop(void );
//#line "corr7gam.c" 1217
extern void GAM_initGame(void );
//#line "corr7gam.c" 1247
extern void GAM_uninitGame(void );
//#line "corr7gam.c" 1255
extern void GAM_nextLevel(void );
//#line "corr7gam.c" 1268
extern void GAM_doPhysics(short s,spritetype *spr,long *x,long *y,long *z,short *sect,short zAdj,short zHeight,short clipheight);
//#line "corr7gam.c" 1343
extern void GAM_applyForce(short target,short source,int force);
//#line "corr7gam.c" 1356
extern void GAM_doStatusCode(void );
//#line "corr7gam.c" 1365
extern void GAM_fwrite(void *buf,size_t elsize,size_t nelem,FILE *fp);
//#line "corr7gam.c" 1392
extern size_t GAM_fread(void *buf,size_t elsize,size_t nelem,FILE *fp);
//#line "corr7gam.c" 1415
extern void GAM_saveGame(short savespot);
//#line "corr7gam.c" 1456
extern void GAM_loadGame(short savespot);

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